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Armor

I will endeavor to keep this page updated with any useful information I can find about armor.


Defensive Properties

Each type of armor reduces incoming damage by the specified percentage for each listed damage type. Additional damage types exist and will be added if their defense numbers are discovered.

Armor Class Bludgeon Crush Hack Pierce Puncture Rake Slash Total
Padded Light 60 40 45 30 30 25 40 270
Leather Light 50 30 40 30 30 40 50 270
Leather Scale Light 60 40 50 40 40 50 60 340
Splint Medium 55 45 60 45 40 60 85 390
Brigandine Medium 70 50 70 50 40 70 85 435
Wood Plate Heavy 75 40 20 70 10 80 80 375
Ridgeleather Heavy 80 50 60 60 30 70 70 420
Plate Heavy 70 55 65 65 40 75 75 445

Armor may have additional defense properties based on its material described as Supplemental Resistance. This is discovered by wearing an armor of that material and taking damage that the material imparts extra resistance to. As an example, taking nether damage while wearing armor made of iron will inform that iron imparts extra nether resistance, and this information will henceforth be shown when that individiual examines armor made from iron.


Channeling Interference

Much information retrieved from this BBS thread.

The channel drop rate is a simple hard-coded check based on the totalled channel encumbrance value of all one's armor pieces. Neither armor skill nor occult skill (sorcery or druidry) reduce affect the drop rate. No skill does - it's just a hard check everyone has to make.

Druidry and sorcery both experience channeling interference at the same rate.

Armor pieces impart a channeling interference multiplier based on their location.

Location Multiplier
Head 2x
Neck 2x
Torso 5x
Arms 2x
Hands 1x
Legs 2x
Feet 1x

Additionally, an armor's classification imparts an interference multiplier.

Class Multiplier
Light 1x
Medium 1.5x
Heavy 2x

Additional Information

The quality of an armor piece will affect its armor hindrance. The higher the quality, the greater the hindrance reduction.